﻿var __reflect = (this && this.__reflect) || function (p, c, t) { 
	p.__class__ = c, t? t.push(c) : t = [c], p.__types__ = p.__types__ ? t.concat(p.__types__) : t; 
};
var game_config;
(function (game_config) {
	/**
	 * 导表测试
	 */
	var $TestCFG = (function () {
		function $TestCFG() {
		};
		/**
		 * 初始化数据
		 */
		$TestCFG.prototype.initData = function () {
		};
		/**
		 * 读取txt文件填充数据, 返回配置ID
		 */
		$TestCFG.prototype.fillData = function (row) {
			var filedArr;
			this.ID = +row[0];
			this.HangBossID = +row[1];
			this.Name = row[2];
			this.Icon = row[3];
			this.DropIcon = row[4];
			this.Job = +row[5];
			this.Gender = +row[6];
			this.ItemLvR = +row[7];
			this.ItemLv = +row[8];
			this.Rank = +row[9];
			this.LimitType = +row[10];
			this.LimitValue = +row[11];
			this.Quality = +row[12];
			this.NoEffect = +row[13];
			this.OuterFrame = +row[14];
			this.GridType = +row[15];
			this.Type1 = +row[16];
			this.Type2 = +row[17];
			this.Type3 = +row[18];
			this.RelationID = +row[19];
			this.Team = +row[20];
			this.RecoverID = +row[21];
			this.DecomposeID = +row[22];
			this.Sort = +row[23];
			this.Stack = +row[24];
			this.Unusual = +row[25];
			return this.ID;
		};
		return $TestCFG;
	}());
	game_config.$TestCFG = $TestCFG;
	__reflect($TestCFG.prototype, "game_config.$TestCFG");
})(game_config || (game_config = {}));
window["game_config"] = game_config;
var game_config;
(function (game_config) {
	/**
	 * 导表测试 - 副本
	 */
	var $Test1CFG = (function () {
		function $Test1CFG() {
		};
		/**
		 * 初始化数据
		 */
		$Test1CFG.prototype.initData = function () {
		};
		/**
		 * 读取txt文件填充数据, 返回配置ID
		 */
		$Test1CFG.prototype.fillData = function (row) {
			var filedArr;
			this.ID = +row[0];
			this.Name = row[1];
			this.Retype = +row[2];
			this.Type1 = +row[3];
			this.Type2 = +row[4];
			this.Kind = +row[5];
			this.CloneType = +row[6];
			this.MapTypeSort = +row[7];
			this.UiHide = +row[8];
			this.PKModeVal = +row[9];
			if (row[10] == "") {
				this.PKModelType = new Array();
			} else {
				filedArr = row[10].split(',');
				this.PKModelType = new Array();
				for (var i = 0;i < filedArr.length;i ++) {
					this.PKModelType[i] = +filedArr[i];
				}
			}
			this.ProtectLv = +row[11];
			this.MinLvR = +row[12];
			this.MinLv = +row[13];
			this.MaxLvR = +row[14];
			this.MaxLv = +row[15];
			this.MinGodLv = +row[16];
			this.MaxGodLv = +row[17];
			this.NeedChangeJob = +row[18];
			return this.ID;
		};
		return $Test1CFG;
	}());
	game_config.$Test1CFG = $Test1CFG;
	__reflect($Test1CFG.prototype, "game_config.$Test1CFG");
})(game_config || (game_config = {}));
window["game_config"] = game_config;
var game_config;
(function (game_config) {
	/**
	 * 单位表
	 */
	var $UnitCFG = (function () {
		function $UnitCFG() {
		};
		/**
		 * 初始化数据
		 */
		$UnitCFG.prototype.initData = function () {
		};
		/**
		 * 读取txt文件填充数据, 返回配置ID
		 */
		$UnitCFG.prototype.fillData = function (row) {
			var filedArr;
			this.ID = +row[0];
			this.HangBossID = +row[1];
			this.Name = row[2];
			this.NoColorName = row[3];
			this.OwnGang = row[4];
			this.EditDir = row[5];
			this.UnitTeam = +row[6];
			this.Type1 = +row[7];
			this.Type2 = +row[8];
			this.Type3 = +row[9];
			this.PrefixComparison = +row[10];
			this.IsNotShake = row[11] == "1" ? true : false;
			this.IsPerson = row[12] == "1" ? true : false;
			this.Level = +row[13];
			this.Clothes = +row[14];
			this.Weapon = +row[15];
			this.Wing = +row[16];
			this.Shadow = +row[17];
			this.TitleID = +row[18];
			this.CollectResID = +row[19];
			this.UpIcon = row[20];
			if (row[21] == "") {
				this.HeadInfoPos = new Array();
			} else {
				filedArr = row[21].split(',');
				this.HeadInfoPos = new Array();
				for (var i = 0;i < filedArr.length;i ++) {
					this.HeadInfoPos[i] = +filedArr[i];
				}
			}
			if (row[22] == "") {
				this.ShoutInfoPos = new Array();
			} else {
				filedArr = row[22].split(',');
				this.ShoutInfoPos = new Array();
				for (var i = 0;i < filedArr.length;i ++) {
					this.ShoutInfoPos[i] = +filedArr[i];
				}
			}
			this.PointID = +row[23];
			this.CFuncID = +row[24];
			if (row[25] == "") {
				this.CFuncParam = new Array();
			} else {
				filedArr = row[25].split(',');
				this.CFuncParam = new Array();
				for (var i = 0;i < filedArr.length;i ++) {
					this.CFuncParam[i] = filedArr[i];
				}
			}
			this.Dialog = row[26];
			this.ShoutID = +row[27];
			this.SortBottom = row[28] == "1" ? true : false;
			this.HideFade = row[29] == "1" ? true : false;
			this.HideName = row[30] == "1" ? true : false;
			this.HideSelect = row[31] == "1" ? true : false;
			this.HeadIcon = row[32];
			this.PlayEffect = +row[33];
			this.BornKind = +row[34];
			this.BornCantMouse = row[35] == "1" ? true : false;
			this.DelayShowTime = +row[36];
			this.ShowDamage = row[37] == "1" ? true : false;
			this.isClickAttack = row[38] == "1" ? true : false;
			this.AttrID = +row[39];
			this.SimpleDropID = +row[40];
			this.Dis = +row[41];
			this.Grave = +row[42];
			this.IsShowHeadInfo = +row[43];
			this.NoOwner = row[44] == "1" ? true : false;
			this.IsShowOwnerName = row[45] == "1" ? true : false;
			this.SpecialOwnerType = +row[46];
			if (row[47] == "") {
				this.SkillID = new Array();
			} else {
				filedArr = row[47].split(',');
				this.SkillID = new Array();
				for (var i = 0;i < filedArr.length;i ++) {
					this.SkillID[i] = +filedArr[i];
				}
			}
			this.ResScale = +row[48];
			this.CanFly = row[49] == "1" ? true : false;
			this.NoCut = row[50] == "1" ? true : false;
			this.NoSlash = row[51] == "1" ? true : false;
			this.NoChangeSheep = row[52] == "1" ? true : false;
			this.NoLight = row[53] == "1" ? true : false;
			this.NoParaly = row[54] == "1" ? true : false;
			this.SoleRing = +row[55];
			this.IsAroundBoss = +row[56];
			this.IsGuide = +row[57];
			this.PlayExpEffect = +row[58];
			this.NpcMatchBoss = +row[59];
			this.NoHpVisible = row[60] == "1" ? true : false;
			this.TerritoryWarNpcMatchBoss = +row[61];
			return this.ID;
		};
		return $UnitCFG;
	}());
	game_config.$UnitCFG = $UnitCFG;
	__reflect($UnitCFG.prototype, "game_config.$UnitCFG");
})(game_config || (game_config = {}));
window["game_config"] = game_config;
